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FFR Trading Card Game Complete challenges, defeat raid bosses, earn, trade and combine cards to eventually redeem for support tokens and even Vertex Beta vRofl

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Old 03-22-2017, 03:34 PM   #5661
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Default Re: The FFR Trading Card Game

I added a formula to the Spreadsheets to highlight cards you have more than one of. Also remember that the arrows (1 arrow of each direction makes a Tier 3 Pack) can be bought/sold/traded with each other if both sides are willing.

Updated to here, let me know if I've missed anything.
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Old 03-22-2017, 05:33 PM   #5662
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Default Re: The FFR Trading Card Game

was i supposed to receive 2 arrows for a 3 max combo?
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Old 03-22-2017, 05:41 PM   #5663
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was i supposed to receive 2 arrows for a 3 max combo?
Yes

*Goes to Random.org*

You Also Receive:
Left Arrow x1
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Old 03-22-2017, 06:27 PM   #5664
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Default Re: The FFR Trading Card Game

I'm back!!!



Bring on the Quality Pack, please. (and also token pack)
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Old 03-23-2017, 09:20 PM   #5665
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Default Re: The FFR Trading Card Game

DDRNGGin

You have a new Quality Pack!

You tear open the package to reveal:

55 The Games We Played, Part 4 - Tier 6
84 Time to Eye - Tier 9
85 Azul (Remix) - Tier 9


Sum of card values: 31600
-----------------------------------


You have completed the Lucky Achievement and will be awarded 25k credits.
DDRNGGin

You have a new Token Pack!

You tear open the package to reveal:

16 Hatten Carnival! v2 - Tier 2
40 CAULI FLOWER - Tier 5
3 5.1.1. (AG Supercool Mix) - Tier 1

You Also Receive:
Right Arrow x1


-----------------------------------
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Old 03-23-2017, 09:47 PM   #5666
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Default Re: The FFR Trading Card Game

I'm thinking about re-valuing the top cards to 15,000/45,000/90,000 since the chart difficulty rework. Or Maybe 15,000/45,000/135,000, what do you guys think?

There are a lot more difficult charts to pull than there used to be.
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Old 03-23-2017, 10:16 PM   #5667
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Default Re: The FFR Trading Card Game

back before tcg took a break a public tier 11 card had never been pulled due to absurd rarity. so if we keep the pull rate of whatever adjustment we make for what tier 11 would be equivalent to today the value of tier 11 cards should still be really high.

since the difficulty rework how do tiers work now and is the formula changing? depending on the answer to that question the packs might have to be adjusted or we could adjust the range of each tier to be wider. after we know the answers to these things we can re-evaluate credit worth.
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Old 03-23-2017, 10:26 PM   #5668
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Default Re: The FFR Trading Card Game

Each card within the range has a 1:X probability, where X is the total number of cards. There are 1,891 cards now possible and 22 possible Tier 11 cards

Even a basic pack has a 22:1891 chance in pulling a Tier 11 now (1.1%), and the odds are even better for quality packs.

Unless the unwrapper is programmed differently than when I first started the TCG, but I don't think that's the case.
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Old 03-23-2017, 10:39 PM   #5669
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Default Re: The FFR Trading Card Game

im confused because before the odds of pulling a higher tier card got exponentially rarer than the tier before it. It's all a flat rate now? if that's case tier 11 cards are not going to be that rare anymore so lowering the value closer to 90k creds than to 135k seems reasonable.

are we still not allowed to trade or sell public tier 11 cards?
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Old 03-23-2017, 10:44 PM   #5670
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Default Re: The FFR Trading Card Game

Oh maybe - Now that I think about it - I think I had Tier 1s had 10x the weight, Tier 2s had 9x the weight, Tier 3s, 8x etc.

I don't remember, I'll have to ask Rushy how it's programmed.
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Old 03-24-2017, 12:05 AM   #5671
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Default Re: The FFR Trading Card Game

I just looked up the original drop table - The only T11s were Death Piano and RATO, with a 1 in 13,863 chance of dropping each. There were 21 - T10s (90-96 difficulty), which had a 1 in 660 chance of dropping.

I believe the same formulas are in effect, so a T11 now would have similar odds to the old T10 cards, unless we pushed the top couple cards into their own tier like DP and RATO used to be. There are more songs now, so it would take me a lot more math to figure the precise odds, and I need to sleep to go to work tomorrow (lol)
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Old 03-24-2017, 12:19 AM   #5672
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Default Re: The FFR Trading Card Game

Weekend Challenge

For any song with more than 500 Notes:

Tier 1: Pass a Song Scoring more Boos than Perfects
Tier 2: Pass a Song Scoring more Boos than the Total Arrow Count in the Song
Tier 3: Complete Tier 2 with 9 or fewer Goods and No Averages or Misses

This Challenge Also Ends 11:59 P.M. on Sunday, 3/26/2017
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Old 03-24-2017, 12:26 AM   #5673
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Default Re: The FFR Trading Card Game

There's two anti-PA challenges out now, but I'll mix it up - Monday's challenge won't be Anti-PA. (No promises about the following weekend though).
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Old 03-24-2017, 02:31 AM   #5674
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Default Re: The FFR Trading Card Game

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I just looked up the original drop table - The only T11s were Death Piano and RATO, with a 1 in 13,863 chance of dropping each. There were 21 - T10s (90-96 difficulty), which had a 1 in 660 chance of dropping.

I believe the same formulas are in effect, so a T11 now would have similar odds to the old T10 cards, unless we pushed the top couple cards into their own tier like DP and RATO used to be. There are more songs now, so it would take me a lot more math to figure the precise odds, and I need to sleep to go to work tomorrow (lol)
i like the idea of having anything as hard as dp and harder continue to be the 'super rare' category. which means there would be three songs now with the addition of undici. isn't it true that the odds can be the same from the opener but we just have to adjust the 11 tiers visually a little bit to compensate for official ffr difficulty changes? no formulas would have to be touched. i don't know the specific cutoffs of tiers from the opener but we could check what they are and measure what the cutoff for each tier is with the new difficulty system.
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Old 03-24-2017, 04:52 AM   #5675
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Default Re: The FFR Trading Card Game

2 Quality and a Token please.

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Old 03-24-2017, 09:00 AM   #5676
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Default Re: The FFR Trading Card Game

Other than updating card rarity - I had a couple other thoughts.

1) Non-Song Cards - One of the ideas I've been considering is adding cards for things other than songs, like players. Of course the issue here would be: which players and what rarity? I could use official tournament placers, or the leaderboard potentially to make a pool of cards. A Downside to the leaderboard - players ranks change. The card rarities would only reflect what a players ranking was at a given time.

I've been thinking about non-song cards for awhile since the reboot, but I haven't really come up with any system I think would be really good yet. There could be different packs for these things potentially.

2) Genre completion %'s - If I can get the genres onto the spreadsheet, I can show what percentage of each genre has been completed for each player. Then maybe someone can come up with a profile signature or something that shows your collection in terms of percentages on each genre. (X out of Y cards in Z Genre, %). This may also promote trading if people wanted to complete a Genre at a time and give a new way to play. There's not much reason to trade currently unless you have duplicates.

3) Perhaps I can change the pages on the spreadsheet for our most prolific card collectors to even show the cards they don't have as well as a completion percentage. This would make it easier to know what to trade for. For people with few cards, this would be too cluttered, though.

Just a few thoughts - I would like to promote trading between players and there's not much incentive to do so right now.
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Old 03-24-2017, 09:57 AM   #5677
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Default Re: The FFR Trading Card Game


bronze pack
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Old 03-24-2017, 04:43 PM   #5678
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Default Re: The FFR Trading Card Game

After some math, if I redistribute the difficulties based on card rarity and make the credit values based on rarity, the unrounded numbers are as follows -

Tier - Credit Value
1 - 500 (Base)
2 - 552 (Tier 1 Value * (Tier 1 Odds/Tier 2 Odds)
3 - 586
4 - 662
5 - 917
6 - 1,135
7 - 1,661
8 - 2,550
9 - 6,886
10 - 13,186
11 - 65,236
12 - 413,166 (If we made DP, RATO, and Undici Tier 12)

From here, to keep the trading up rules, I'd say to round like this -

1 - 500
2 - 550
3 - 600
4 - 650
5 - 900
6 - 1,150
7 - 1,600
8 - 2,500
9 - 7,500
10 - 15,000
11 - 75,000
12 - 375,000

Edit:// New Odds for each tier without pack modifiers

New Odds
19.55% 1
17.70% 2
16.68% 3
14.75% 4
10.66% 5
8.61% 6
5.88% 7
3.83% 8
1.42% 9
0.74% 10
0.15% 11
0.02% 12

Edit2:// I didn't get around to updating everyone, I'll get it tonight
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Old 03-24-2017, 05:48 PM   #5679
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Default Re: The FFR Trading Card Game

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Originally Posted by TheSaxRunner05 View Post
Other than updating card rarity - I had a couple other thoughts.

1) Non-Song Cards - One of the ideas I've been considering is adding cards for things other than songs, like players. Of course the issue here would be: which players and what rarity? I could use official tournament placers, or the leaderboard potentially to make a pool of cards. A Downside to the leaderboard - players ranks change. The card rarities would only reflect what a players ranking was at a given time. I've been thinking about non-song cards for awhile since the reboot, but I haven't really come up with any system I think would be really good yet. There could be different packs for these things potentially.
As far as the first idea, the character/player cards could work very well; however, my comment for adding them is that it would also require adding special objective (i.e. Having certain cards in your collection, or complete special challenges) in order to implement the player cards idea.

For example, a special objective could be "Get a AAA on every song in which player X has earned a major skill token for (Otaku Speedvibe [Heavy/Oni], St. Scarhand [Standard/Heavy] (If Heavy was earned), amd OWA Raged at the Home Run Derby (Once again, if earned) to acquire player X's player card.


Quote:
Originally Posted by TheSaxRunner05 View Post
2) Genre completion %'s - If I can get the genres onto the spreadsheet, I can show what percentage of each genre has been completed for each player. Then maybe someone can come up with a profile signature or something that shows your collection in terms of percentages on each genre. (X out of Y cards in Z Genre, %). This may also promote trading if people wanted to complete a Genre at a time and give a new way to play. There's not much reason to trade currently unless you have duplicates.
The second idea would be really nice.

Quote:
Originally Posted by TheSaxRunner05 View Post
3) Perhaps I can change the pages on the spreadsheet for our most prolific card collectors to even show the cards they don't have as well as a completion percentage. This would make it easier to know what to trade for. For people with few cards, this would be too cluttered, though.
I honestly don't know if that would be necessary right now.
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Current Level / Division: Level 73 (Division 5)

Highest AAA/PFC: Flight of the Bumblebee (Difficulty 80)

Highest Blackflag: AIM Anthem (Difficulty 76)

Highest SDG: Choprite [3-0-0-1] (Difficulty 70)

Highest FC (Non-mashed): BB Revenge [14-1-0-3] (Difficulty 80)

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Old 03-24-2017, 07:57 PM   #5680
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Default Re: The FFR Trading Card Game

weekend challenge quality pack
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